Spend an hour healing one battle scar.
Scar healing is a powerful, paradoxical ability born from a past steeped in violence. Once used to take lives with lethal precision, these hands are now capable of healing the deepest scars and nerve damage, restoring what was thought lost forever. This power emerged after a profound transformation, offering a chance at redemption. This ability is now a mission to mend the wounds of others, turning a history of destruction into a path of restoration and hope.
Exert your Mind and spend an hour. Select a Living target within arm's reach. Select a Battle Scar on your target to treat.
The treated Battle Scar heals as you finish activating this Effect.
Igor pulls the balaclava over his face, and assumes a stance mimicking the creature Igor is trying to talk to.
You gain the following benefits at all times. You must actively and obviously be using Frog Balaclava to gain the benefits of this Effect.
You may understand and communicate to Creatures and humans as if you are fluent in a relevant language.
he's just a harmless therapist
You gain the following benefits at all times.
Your Charisma rating is increased by 0. You may Exert your Mind to automatically gain an Outcome of 5 on any roll that uses Charisma (Cannot be used on combat rolls or Power activations).
You also gain the following effects:
O indivรญduo desaparece do lugar onde estava e reaparece imediatamente em outro lugar, sem delay ou sons ou necessidade de elementos fรญsicos, verbais, etc.
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Exert your Mind ou pague o custo de Source, e gaste uma Aรงรฃo. Selecione um Local que esteja no mรกximo a 125 pรฉs de distรขncia horizontalmente ou 25 pรฉs de distรขncia verticalmente. Vocรช pula para o local escolhido. Se o pouso for precรกrio, o Mestre pode pedir uma jogada para pousar com seguranรงa. Vocรช nunca sofrerรก dano de queda ao pousar com sucesso num salto feito com este Efeito.
Vocรช pode optar por trocar seu movimento livre por um Super Salto se estiver saltando a menos de 50 pรฉs ou se estiver fechando uma lacuna para um oponente e gastar sua Aรงรฃo em um ataque. Em vez de passar fisicamente pelo ar, vocรช รฉ teletransportado diretamente para seu destino. Nรฃo permite que vocรช atravesse paredes, gaiolas ou agarrรตes.
Range: 38,1 m horizontalmente e 7,65 m verticalmente.
Exert your Mind and spend an Action. Select a Location which is at most 125 feet away horizontally or 25 feet away vertically.
You jump to the chosen location. If the landing is precarious, the GM may call for a roll to land safely. You will never take fall damage from successfully landing a jump made with this Effect.
You may opt to trade your free movement for a Super Leap if you are jumping less than 50 feet or if you are closing a gap to an opponent and spend your Action on an attack.
Instead of physically passing through the air, you are teleported directly to your destination. Does not allow you to go through walls, cages, or grapples.
"He held a amount of bandages from his pocket for a brief second,before it enveloping my limbs,neck and shoulders following the pattern and collor of my tatoos acting as an second skin"
You gain the following benefits at all times. You must actively and obviously be using sirurgic clothes to gain the benefits of this Effect.
You are permanently and visibly transformed: all my limbs to shoulders are covered in black spiral tatoos,enveloping his body in a serpentine pattern,once activated the clothing will follow the pattern of his tattoos.. You are considered to be a Sapient, Living Creature when targeted. Your Brawn is increased by 1 and your Intellect is increased by 1.
Your body is adapted to my body adapted to intercept objects in my field of view giving me,+3 dice to defend actions related to catch. You receive +3 dice on non-attack rolls related to my body adapted to intercept objects in my field of view giving me,+3 dice to defend actions related to catch.
Your appendages have 30 feet of reach.
Possession of this Power grants the following Battle Scar: soft spot/neck.
You cannot ignore or decrease the effects of Stress for any Self-Control rolls you make.
Matchbox lights a cigarette, her hair and clothing rage with fire for a brief moment before going back down to their normal ember's, the flames during such licking onto and attaching to the target
Exert your Mind (unless you win a coin flip) and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must use up Cigarette in order to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the targetโs Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.
When you activate this Effect, instead of occurring immediately, you may choose to delay its effects until the target takes a particular Action. For example: "when they fire a gun" or "when they swim in deep water."
Possession of this Power grants the following Battle Scar: Chronic Smoker.
Possession of this Power grants the following Trauma at all times: Need a smoke break...
The pyro points a laser pointer towards a target, and a cat-sized-and-shaped fire springs into life, very clearly attracted to the laser. This flame cat can also be shaped from existing fires. While the pointer is active it remains in the shape of a cat, pouncing towards the little red dot. When the laser pointer is not active, the flames return to normal.
Thank you to the original creator of this Gift, Frakcherd https://www.thecontractrpg.com/profile/view/603/
Exert your Mind and spend an Action. Select a target within 20 feet which has both fuel and oxygen available (if you are starting a new fire). You must actively and obviously use a laser pointer to activate this Effect.
You may start or extinguish a fire as large as a fire in a residential fireplace at your target. Extinguishing a fire does not cost Exertion. You may create or extinguish fires the size of a lighter or candle flame without Exerting your Mind. Your fires require fuel and oxygen in order to continue burning.
Lighting a target on fire deals 3 Damage each Round on your turn, starting in the Round after the one in which they caught fire. This Damage is reduced by Armor, but the targetโs Armor rating will be shredded by any Damage dealt, destroying material Armor once it reaches 0.
You may extinguish flames as a Reaction. This does not extend to explosives.
You may spend a Free Action on your initiative move a fire as large as a fire in a residential fireplace that is within 20 feet to another location within 20 feet. You may Exert your Mind to draw a line which a fire up to twice as large as a fire in a residential fireplace cannot cross.
The Thief examines an object closely for a minute to appraise its value. As their eyes dance across the subject, their pupils split vertically, and their irises fade to gold. If it is a particularly valuable item, the Thief may greedily lick their lips, revealing a forked tongue.
Within a minute, they have determined how materially valuable the object is and why.
Exert your Mind and spend a minute. Select a target Object within arm's reach. At the end of your investigation, roll Charisma + Culture at Difficulty 6.
You learn all the following information about your target:
You cannot investigate the same target more than once per day.
The vampire sucks a copious amount of blood from a human and replenishes their own cursed flesh.
Exert your Mind and spend 1 minute. This Effect cannot be used unless you drink blood directly from a human until it injures them. Choose a specific Injury on yourself that has not yet been treated with this Effect and roll Brawn + Occult at Difficulty 6.
If you succeed, the Injury is reduced in Severity by your Outcome. If you reduce its Severity to 0, the Injury is fully healed. Otherwise, it is partially healed and will heal the rest of the way at its natural rate.
This counts as a successful Makeshift Stabilization if the Injury was not already Stabilized; any Battle Scars caused by the Injury will remain.
If your Outcome is greater than the Severity of the Injury you were attempting to treat, you may apply any excess Outcome to other Injuries on yourself.
Anyone who witnesses you during this Effect's activation or for its duration will almost certainly be disturbed to see you drink blood directly from the vein.
The detective can learn a lot by watching someone for a minute. Each subtle detail, every unexplained stain, reveals something about where the target has been. Ocassionally, they'll drop a business card, or explain how to contact them. The detective is listening.
Exert your Mind (unless you win a coin flip) and spend a minute. Select a Sapient target within 20 feet. This Effect cannot be used unless the target does not know you're watching them. At the end of your investigation, roll Charisma + Investigation at Difficulty 6.
You learn a single specific piece of information, chosen from the following list, about your target:
The quality and specificity of information gained depends on your Outcome.
You cannot investigate the same target more than once per day.
Finally, the girls are fusing the way theyโve wanted to since they began Contracting, three and a half years ago. It took Graceโs left eye for them to try this, but the girls are now able to spend a week focusing their energy towards a Battle Scarred area and permanently replacing it with The Spiritโs ghostly flesh. The replaced chunks, eyes, arms, whatever may come, appear just as The Spiritโs: bluish and semi-transparent, but now function just as the respective physical flesh would.
You gain the following benefits at all times.
Any Injury you receive heals quickly, reducing its Severity by one level every 6 hours. Any Injuries you receive while this Effect is active do not deteriorate over time. However, any Battle Scars caused by such an Injury will remain unless it is Properly Stabilized as normal.
All Injuries you receive are considered Properly Stabilized. You may also choose to heal any Battle Scar on yourself that may not have been caused by an Injury. Doing so takes one day, and the Battle Scar affects you fully until that time.
Possession of this Power grants the following Battle Scar: any scars that heal this way leave the flesh in that area bluish and semi-transparent, causing you to be viewed as a freak by most people who see you.